Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Audio/PlayAudioSequence.cs
2026-05-10 11:47:55 -04:00

113 lines
3.8 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AudioTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Represents a single entry in an audio sequence with clip, volume, and delay settings.
/// </summary>
[System.Serializable]
public class AudioSequenceEntry
{
[Tooltip("The audio clip to play.")]
public SharedVariable<AudioClip> clip;
[Tooltip("The volume to play the audio clip at (0.0 to 1.0).")]
public SharedVariable<float> volume = 1.0f;
[Tooltip("The delay in seconds before playing this audio clip.")]
public SharedVariable<float> delay = 0.0f;
}
[Opsive.Shared.Utility.Category("Audio")]
[Opsive.Shared.Utility.Description("Plays multiple audio clips in sequence with delays and volume control.")]
public class PlayAudioSequence : TargetGameObjectAction
{
[Tooltip("The list of audio clips to play in sequence.")]
[SerializeField] protected List<AudioSequenceEntry> m_AudioClips = new List<AudioSequenceEntry>();
private AudioSource m_ResolvedAudioSource;
private int m_CurrentIndex;
private float m_NextPlayTime;
private bool m_IsPlaying;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAudioSource = m_ResolvedGameObject.GetComponent<AudioSource>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_CurrentIndex = 0;
m_NextPlayTime = 0.0f;
m_IsPlaying = false;
}
/// <summary>
/// Updates the audio sequence.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAudioSource == null) {
return TaskStatus.Success;
}
if (m_AudioClips == null || m_AudioClips.Count == 0) {
return TaskStatus.Success;
}
if (m_CurrentIndex >= m_AudioClips.Count) {
return TaskStatus.Success;
}
if (!m_IsPlaying && Time.time >= m_NextPlayTime) {
var entry = m_AudioClips[m_CurrentIndex];
if (entry != null && entry.clip.Value != null) {
m_ResolvedAudioSource.clip = entry.clip.Value;
m_ResolvedAudioSource.volume = entry.volume.Value;
m_ResolvedAudioSource.Play();
m_IsPlaying = true;
} else {
m_CurrentIndex++;
m_IsPlaying = false;
m_NextPlayTime = Time.time;
}
}
if (m_IsPlaying && !m_ResolvedAudioSource.isPlaying) {
m_IsPlaying = false;
m_CurrentIndex++;
var entry = m_CurrentIndex < m_AudioClips.Count ? m_AudioClips[m_CurrentIndex] : null;
var delay = entry != null ? entry.delay.Value : 0.0f;
m_NextPlayTime = Time.time + delay;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_AudioClips = new List<AudioSequenceEntry>();
}
}
}
#endif